-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007-2008, 2010 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#ifndef MSP_GL_RENDERPASS_H_
#define MSP_GL_RENDERPASS_H_
+#include <msp/core/refptr.h>
#include <msp/datafile/objectloader.h>
namespace Msp {
class Material;
class Program;
class ProgramData;
+class Renderer;
class Texture;
+class Texturing;
/**
Encapsulates the data that determines the appearance of a rendered surface.
-This includes shader and data for it, material and textures.
+This includes shader and data for it, material and texturing.
*/
class RenderPass
{
private:
void init();
- virtual void finish();
- void material();
+
+ void material_inline();
+ void material(const std::string &);
void shader(const std::string &);
- void texture(const std::string &);
+ void texunit(unsigned);
+ void texunit_auto(const std::string &);
+ void texunit_named(unsigned, const std::string &);
void uniforms();
+ void uniform_slot(const std::string &);
+ void uniform_slot2(const std::string &, const std::string &);
};
private:
- struct TextureSlot
+ struct TextureLoader: public DataFile::CollectionObjectLoader<Texturing>
{
- class Loader: public DataFile::ObjectLoader<TextureSlot>
- {
- public:
- Loader(TextureSlot &);
- };
-
- const Texture *texture;
- std::string name;
+ private:
+ unsigned index;
- TextureSlot(const Texture *);
+ public:
+ TextureLoader(Texturing &, unsigned, Collection *);
+ private:
+ void texture(const std::string &);
};
- Program *shprog;
- ProgramData *shdata;
- bool own_material;
- const Material *material;
- std::vector<TextureSlot> textures;
-
- static const RenderPass *current;
+ RefPtr<const Program> shprog;
+ bool shprog_from_material;
+ RefPtr<ProgramData> shdata;
+ std::map<std::string, std::string> uniform_slots;
+ RefPtr<const Material> material;
+ std::string material_slot;
+ Texturing *texturing;
+ std::map<std::string, unsigned> tex_names;
+ bool back_faces;
- RenderPass &operator=(const RenderPass &);
public:
RenderPass();
RenderPass(const RenderPass &);
+ RenderPass &operator=(const RenderPass &);
~RenderPass();
- void set_material(const Material *);
- unsigned get_texture_index(const std::string &) const;
- void set_texture(const std::string &, const Texture *);
-
- void bind() const;
+private:
+ void finalize_material(DataFile::Collection *);
+ void maybe_create_material_shader(DataFile::Collection *);
+ void ensure_private_shader_data();
- static void unbind();
+public:
+ void set_shader_program(const Program *, const ProgramData *);
+ const Program *get_shader_program() const { return shprog.get(); }
+ const ProgramData *get_shader_data() const { return shdata.get(); }
+ const std::string &get_slotted_uniform_name(const std::string &) const;
+ void set_material(const Material *);
+ const Material *get_material() const { return material.get(); }
+ const std::string &get_material_slot_name() const { return material_slot; }
+ void set_texture(unsigned, const Texture *);
+ const Texturing *get_texturing() const { return texturing; }
+ int get_texture_index(const std::string &) const;
+ void set_back_faces(bool);
+ bool get_back_faces() const { return back_faces; }
+
+ void apply(Renderer &) const;
};
} // namespace GL